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https://github.com/CPunch/gopenfusion.git
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started out as me making a service abstraction..
- db.Player exists again, and entity.Player uses it as an embedded struct
- chunk.ForEachEntity() lets you add/remove entities during iteration now
- removed account related fields from CNPeer
- protocol/pool has been merged with protocol.
use protocol.GetBuffer() and protocol.PutBuffer().
- new protocol/internal/service!
service.Service is an abstraction layer to handle multiple CNPeer*
connections and allows you to associate each with an interface{} uData.
In the future it might also handle a task queue for jobs that
modify/interact with the player's uData, called from service.handleEvents()
- PacketHandler callback type has a new param! uData is passed as well now
- much of loginserver/shardserver is now handled by the shared service
abstraction
- SHARD: NPC_ENTER packets are now sent on player loading complete
rather than on enter.
59 lines
1.7 KiB
Go
59 lines
1.7 KiB
Go
package shard
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import (
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"fmt"
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"github.com/CPunch/gopenfusion/internal/entity"
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"github.com/CPunch/gopenfusion/internal/protocol"
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)
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func (server *ShardServer) freeChat(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var chat protocol.SP_CL2FE_REQ_SEND_FREECHAT_MESSAGE
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pkt.Decode(&chat)
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if _plr == nil {
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return fmt.Errorf("freeChat: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// spread message
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return server.sendAllPacket(plr, protocol.P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC, protocol.SP_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC{
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IPC_ID: int32(plr.PlayerID),
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SzFreeChat: chat.SzFreeChat,
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IEmoteCode: chat.IEmoteCode,
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})
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}
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func (server *ShardServer) menuChat(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var chat protocol.SP_CL2FE_REQ_SEND_MENUCHAT_MESSAGE
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pkt.Decode(&chat)
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if _plr == nil {
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return fmt.Errorf("menuChat: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// spread message
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return server.sendAllPacket(plr, protocol.P_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC, protocol.SP_FE2CL_REP_SEND_MENUCHAT_MESSAGE_SUCC{
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IPC_ID: int32(plr.PlayerID),
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SzFreeChat: chat.SzFreeChat,
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IEmoteCode: chat.IEmoteCode,
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})
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}
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func (server *ShardServer) emoteChat(peer *protocol.CNPeer, _plr interface{}, pkt protocol.Packet) error {
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var chat protocol.SP_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT
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pkt.Decode(&chat)
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if _plr == nil {
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return fmt.Errorf("emoteChat: _plr is nil")
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}
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plr := _plr.(*entity.Player)
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// spread message
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return server.sendAllPacket(plr, protocol.P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT, protocol.SP_FE2CL_REP_PC_AVATAR_EMOTES_CHAT{
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IID_From: int32(plr.PlayerID),
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IEmoteCode: chat.IEmoteCode,
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})
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}
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